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 Post subject: Re: K'Kree head issues
PostPosted: Mon Mar 14, 2011 9:18 pm 
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Okay, I've rotated the eyeball forward and I think it's about done, at least for a first pass:

Image

And here's the mesh in Z-Brush with some of the edge discrepancies smoothed away. No fur or skin detail yet, though.

Image

Now for the body. This looks like it's going to be as fun as the head! :)

Image

Crow


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 Post subject: Re: K'Kree head issues
PostPosted: Tue Mar 15, 2011 1:15 am 
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I think this looks good.

Are you going consider facial features like
smiling, yawning, licking their lips,
Different ear positions, head angle views, etc
??

Of course I wouldn't expect you to get started on those until after you got the body done ;)

Dave Chase

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 Post subject: Re: K'Kree head issues
PostPosted: Tue Mar 15, 2011 8:08 am 
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The intention is to rig it so that it can be posed or animated - bodily and facially. Unfortunately that's only in Maya. What I may do is make it available as a static mesh in various poses for folks to use in other 3D packages and renderers. That'll also mean using sculpted hair instead of a hair shader which won't be as convincing (although that also depends on how well I learn the hair shader. Sculpted hair might actually be better).
Wether or not I animate it is another matter. I'd like to, but I'm no animator - still, it might be nice as an experiment :)

Of course, I need to finish it first and you know what I'm like :)

Crow


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 Post subject: Re: K'Kree head issues
PostPosted: Wed Mar 16, 2011 1:57 pm 
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maybe this board will let me upload the image.
nope .bmp not allowed? one of the most common image formats in existence not allowed?

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 Post subject: Re: K'Kree head issues
PostPosted: Wed Mar 16, 2011 2:14 pm 
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I just started blocking out the body volumes and had to share.
It looks like Dobbin the pantomime horse. :D

Image

Crow


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 Post subject: Re: K'Kree head issues
PostPosted: Thu Mar 17, 2011 12:59 pm 
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If you are going to have that heavy of an upper body, you are going to have to increase the size of the lower body a LOT.

The Center of Mass has GOT to be below the spine of the horse part or the creature will not be able to keep it's balance. The lower the better, which means an even bigger lower body.

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 Post subject: Re: K'Kree head issues
PostPosted: Thu Mar 17, 2011 1:33 pm 
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Or bigger/heavier back end at least

Once you add the arms to the front, it looks like it will be carrying 80% of its body weight on it's front 2 legs.

Dave Chase

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 Post subject: Re: K'Kree head issues
PostPosted: Thu Mar 17, 2011 1:41 pm 
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I totally agree.

Here's the latest:

I've bulked out the lower body a bit, but yes, he's definately still too top heavy.

Image Image

I've done an overlay comparison on both of the full body illustrations from CT Alien Book 2 and it's surprisingly close (especially as both images have discrepancies (main one being shoulder positions)

Image Image

I think the left-hand image is the most useful. Certainly, looking at it, the shoulders in my model appear too high and too wide, that will reduce some of the bulk in the upper torso.
The upper rib cage also seems too high and he has no belly at all, that will definately help bulk up the lower half.
I wonder if the forelegs need to be slightly further forward too.

Crow


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 Post subject: Re: K'Kree head issues
PostPosted: Fri Mar 18, 2011 12:59 pm 
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The front legs should probably be a bit more forward and a LOT bulkier. They should be about the size of the rear legs. No matter how small the upper torso ends up, that will still be a lot of weight and strain on the front part of the body, not to mention the extra muscles needed in the lower "chest" (between the front legs) to keep the upper torso vertical.

I wouldn't be surprised if the front legs actually end up bigger than the rear legs.

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 Post subject: Re: K'Kree head issues
PostPosted: Fri Mar 18, 2011 1:54 pm 
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A good point, actually. In most illustrations, the front legs always look a bit feeble, but I think bulking the upper part at least, will help.

Anyways, here's todays scribblings:

Image

Lowered the upper ribcage and moved it forward a bit.
Moved the Forelegs forward a bit.
Bulked out the hind legs and the belly.
Reshaped the body a little.

Now it looks like this:

Image Image

I'll try bulking up the forelegs later. I think that regardless of the logic behind it, they shouldn't really be as bulky as the hind legs. All of the full-body K'kree ilustrations I can find either show or suggest bulkier hind legs and as broken as that might be, if I have the forelegs as big as, or bigger than the hind legs, then it strays too far from cononicity and ceases to be K'kree, in my mind, anyway.

Crow


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